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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. including animations,effects,models,shaders,ui,sounds and so on. Let’s take a look at each of them one by one.

Code 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

In this build, we also built it for 32-bit platforms (armv7 and x86) as there was some demand for it, so you'll find the APK is a bit heavier. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J.

Beta 52
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Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ).

Beta 52
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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, Anything behind the polygon will be culled from view. As always, many improvements and fixes to shader editing have been backported from 4.0 courtesy of Pedro J.

Shaders 53
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Release candidate: Godot 3.5 RC 6

Mircosoft Game Dev

This RC 6 has a few notable changes compared to the previous build: In RC 4, async shader compilation and caching was enabled by default on desktop, but several users reported issues with it on some hardware. We switched it back to disabled by default for all platforms. Anything behind the polygon will be culled from view.

Render 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).

Beta 105
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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Physics: Fixing 2D moving platform logic ( GH-50166 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ). Physics: Fixing 2D moving platform logic ( GH-50166 ).

Beta 52